3 uniform sampler2D texSampler2D;
\r
4 uniform sampler3D texSampler3D;
\r
11 varying vec3 coords;
\r
15 float blendscale = 1.789;
\r
17 vec4 v = texture2D(texSampler2D, (t + scale) / scale ).wzyx;
\r
19 vec4 w = texture3D(texSampler3D, coords) + v;
\r
21 gl_FragColor = mix(w, u, blend * blendscale);
\r